SRB2/src/hardware/hw_md2.c

1131 lines
31 KiB
C
Raw Normal View History

2014-03-15 16:59:03 +00:00
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// Copyright (C) 1998-2000 by DooM Legacy Team.
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//-----------------------------------------------------------------------------
/// \file
/// \brief MD2 Handling
/// Inspired from md2.c by Mete Ciragan (mete@swissquake.ch)
#ifdef __GNUC__
#include <unistd.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include "../doomdef.h"
#include "../doomstat.h"
#include "../fastcmp.h"
2014-03-15 16:59:03 +00:00
#ifdef HWRENDER
#include "hw_drv.h"
#include "hw_light.h"
#include "hw_md2.h"
2019-08-05 01:49:31 +00:00
#include "../d_main.h"
2014-03-15 16:59:03 +00:00
#include "../r_bsp.h"
#include "../r_main.h"
#include "../m_misc.h"
#include "../w_wad.h"
#include "../z_zone.h"
#include "../r_things.h"
2018-12-19 03:50:00 +00:00
#include "../r_draw.h"
#include "../p_tick.h"
#include "hw_model.h"
2014-03-15 16:59:03 +00:00
#include "hw_main.h"
#include "../v_video.h"
2014-03-15 16:59:03 +00:00
#ifdef HAVE_PNG
#ifndef _MSC_VER
#ifndef _LARGEFILE64_SOURCE
#define _LARGEFILE64_SOURCE
#endif
#endif
#ifndef _LFS64_LARGEFILE
#define _LFS64_LARGEFILE
#endif
#ifndef _FILE_OFFSET_BITS
#define _FILE_OFFSET_BITS 0
#endif
#include "png.h"
#ifndef PNG_READ_SUPPORTED
#undef HAVE_PNG
#endif
#if PNG_LIBPNG_VER < 100207
//#undef HAVE_PNG
#endif
#endif
2018-05-13 20:04:34 +00:00
#ifndef errno
#include "errno.h"
#endif
2014-03-15 16:59:03 +00:00
md2_t md2_models[NUMSPRITES];
md2_t md2_playermodels[MAXSKINS];
/*
* free model
*/
2018-12-19 00:17:33 +00:00
#if 0
static void md2_freeModel (model_t *model)
2014-03-15 16:59:03 +00:00
{
UnloadModel(model);
2014-03-15 16:59:03 +00:00
}
2018-12-19 00:17:33 +00:00
#endif
2014-03-15 16:59:03 +00:00
//
// load model
//
// Hurdler: the current path is the Legacy.exe path
static model_t *md2_readModel(const char *filename)
2014-03-15 16:59:03 +00:00
{
//Filename checking fixed ~Monster Iestyn and Golden
return LoadModel(va("%s"PATHSEP"%s", srb2home, filename), PU_STATIC);
2014-03-15 16:59:03 +00:00
}
static inline void md2_printModelInfo (model_t *model)
2014-03-15 16:59:03 +00:00
{
#if 0
INT32 i;
CONS_Debug(DBG_RENDER, "magic:\t\t\t%c%c%c%c\n", model->header.magic>>24,
(model->header.magic>>16)&0xff,
(model->header.magic>>8)&0xff,
model->header.magic&0xff);
CONS_Debug(DBG_RENDER, "version:\t\t%d\n", model->header.version);
CONS_Debug(DBG_RENDER, "skinWidth:\t\t%d\n", model->header.skinWidth);
CONS_Debug(DBG_RENDER, "skinHeight:\t\t%d\n", model->header.skinHeight);
CONS_Debug(DBG_RENDER, "frameSize:\t\t%d\n", model->header.frameSize);
CONS_Debug(DBG_RENDER, "numSkins:\t\t%d\n", model->header.numSkins);
CONS_Debug(DBG_RENDER, "numVertices:\t\t%d\n", model->header.numVertices);
CONS_Debug(DBG_RENDER, "numTexCoords:\t\t%d\n", model->header.numTexCoords);
CONS_Debug(DBG_RENDER, "numTriangles:\t\t%d\n", model->header.numTriangles);
CONS_Debug(DBG_RENDER, "numGlCommands:\t\t%d\n", model->header.numGlCommands);
CONS_Debug(DBG_RENDER, "numFrames:\t\t%d\n", model->header.numFrames);
CONS_Debug(DBG_RENDER, "offsetSkins:\t\t%d\n", model->header.offsetSkins);
CONS_Debug(DBG_RENDER, "offsetTexCoords:\t%d\n", model->header.offsetTexCoords);
CONS_Debug(DBG_RENDER, "offsetTriangles:\t%d\n", model->header.offsetTriangles);
CONS_Debug(DBG_RENDER, "offsetFrames:\t\t%d\n", model->header.offsetFrames);
CONS_Debug(DBG_RENDER, "offsetGlCommands:\t%d\n", model->header.offsetGlCommands);
CONS_Debug(DBG_RENDER, "offsetEnd:\t\t%d\n", model->header.offsetEnd);
for (i = 0; i < model->header.numFrames; i++)
CONS_Debug(DBG_RENDER, "%s ", model->frames[i].name);
CONS_Debug(DBG_RENDER, "\n");
#else
(void)model;
#endif
}
#ifdef HAVE_PNG
static void PNG_error(png_structp PNG, png_const_charp pngtext)
{
CONS_Debug(DBG_RENDER, "libpng error at %p: %s", PNG, pngtext);
//I_Error("libpng error at %p: %s", PNG, pngtext);
}
static void PNG_warn(png_structp PNG, png_const_charp pngtext)
{
CONS_Debug(DBG_RENDER, "libpng warning at %p: %s", PNG, pngtext);
}
static GrTextureFormat_t PNG_Load(const char *filename, int *w, int *h, GLPatch_t *grpatch)
{
png_structp png_ptr;
png_infop png_info_ptr;
png_uint_32 width, height;
int bit_depth, color_type;
#ifdef PNG_SETJMP_SUPPORTED
#ifdef USE_FAR_KEYWORD
jmp_buf jmpbuf;
#endif
#endif
png_FILE_p png_FILE;
//Filename checking fixed ~Monster Iestyn and Golden
2019-09-03 02:29:16 +00:00
char *pngfilename = va("%s"PATHSEP"models"PATHSEP"%s", srb2home, filename);
2014-03-15 16:59:03 +00:00
FIL_ForceExtension(pngfilename, ".png");
png_FILE = fopen(pngfilename, "rb");
if (!png_FILE)
{
//CONS_Debug(DBG_RENDER, "M_SavePNG: Error on opening %s for loading\n", filename);
return 0;
}
png_ptr = png_create_read_struct(PNG_LIBPNG_VER_STRING, NULL,
PNG_error, PNG_warn);
if (!png_ptr)
{
CONS_Debug(DBG_RENDER, "PNG_Load: Error on initialize libpng\n");
fclose(png_FILE);
return 0;
}
png_info_ptr = png_create_info_struct(png_ptr);
if (!png_info_ptr)
{
CONS_Debug(DBG_RENDER, "PNG_Load: Error on allocate for libpng\n");
png_destroy_read_struct(&png_ptr, NULL, NULL);
fclose(png_FILE);
return 0;
}
#ifdef USE_FAR_KEYWORD
if (setjmp(jmpbuf))
#else
if (setjmp(png_jmpbuf(png_ptr)))
#endif
{
//CONS_Debug(DBG_RENDER, "libpng load error on %s\n", filename);
png_destroy_read_struct(&png_ptr, &png_info_ptr, NULL);
fclose(png_FILE);
Z_Free(grpatch->mipmap.grInfo.data);
return 0;
}
#ifdef USE_FAR_KEYWORD
png_memcpy(png_jmpbuf(png_ptr), jmpbuf, sizeof jmp_buf);
#endif
png_init_io(png_ptr, png_FILE);
#ifdef PNG_SET_USER_LIMITS_SUPPORTED
png_set_user_limits(png_ptr, 2048, 2048);
#endif
png_read_info(png_ptr, png_info_ptr);
png_get_IHDR(png_ptr, png_info_ptr, &width, &height, &bit_depth, &color_type,
NULL, NULL, NULL);
if (bit_depth == 16)
png_set_strip_16(png_ptr);
if (color_type == PNG_COLOR_TYPE_GRAY || color_type == PNG_COLOR_TYPE_GRAY_ALPHA)
png_set_gray_to_rgb(png_ptr);
else if (color_type == PNG_COLOR_TYPE_PALETTE)
png_set_palette_to_rgb(png_ptr);
if (png_get_valid(png_ptr, png_info_ptr, PNG_INFO_tRNS))
png_set_tRNS_to_alpha(png_ptr);
else if (color_type != PNG_COLOR_TYPE_RGB_ALPHA && color_type != PNG_COLOR_TYPE_GRAY_ALPHA)
{
#if PNG_LIBPNG_VER < 10207
png_set_filler(png_ptr, 0xFF, PNG_FILLER_AFTER);
#else
png_set_add_alpha(png_ptr, 0xFF, PNG_FILLER_AFTER);
#endif
}
png_read_update_info(png_ptr, png_info_ptr);
{
png_uint_32 i, pitch = png_get_rowbytes(png_ptr, png_info_ptr);
png_bytep PNG_image = Z_Malloc(pitch*height, PU_HWRCACHE, &grpatch->mipmap.grInfo.data);
png_bytepp row_pointers = png_malloc(png_ptr, height * sizeof (png_bytep));
for (i = 0; i < height; i++)
row_pointers[i] = PNG_image + i*pitch;
png_read_image(png_ptr, row_pointers);
png_free(png_ptr, (png_voidp)row_pointers);
}
png_destroy_read_struct(&png_ptr, &png_info_ptr, NULL);
fclose(png_FILE);
*w = (int)width;
*h = (int)height;
return GR_RGBA;
}
#endif
typedef struct
{
UINT8 manufacturer;
UINT8 version;
UINT8 encoding;
UINT8 bitsPerPixel;
INT16 xmin;
INT16 ymin;
INT16 xmax;
INT16 ymax;
INT16 hDpi;
INT16 vDpi;
UINT8 colorMap[48];
UINT8 reserved;
UINT8 numPlanes;
INT16 bytesPerLine;
INT16 paletteInfo;
INT16 hScreenSize;
INT16 vScreenSize;
UINT8 filler[54];
} PcxHeader;
static GrTextureFormat_t PCX_Load(const char *filename, int *w, int *h,
GLPatch_t *grpatch)
{
PcxHeader header;
#define PALSIZE 768
UINT8 palette[PALSIZE];
const UINT8 *pal;
RGBA_t *image;
size_t pw, ph, size, ptr = 0;
INT32 ch, rep;
FILE *file;
//Filename checking fixed ~Monster Iestyn and Golden
2019-09-03 02:29:16 +00:00
char *pcxfilename = va("%s"PATHSEP"models"PATHSEP"%s", srb2home, filename);
2014-03-15 16:59:03 +00:00
FIL_ForceExtension(pcxfilename, ".pcx");
file = fopen(pcxfilename, "rb");
if (!file)
return 0;
if (fread(&header, sizeof (PcxHeader), 1, file) != 1)
{
fclose(file);
return 0;
}
if (header.bitsPerPixel != 8)
{
fclose(file);
return 0;
}
fseek(file, -PALSIZE, SEEK_END);
pw = *w = header.xmax - header.xmin + 1;
ph = *h = header.ymax - header.ymin + 1;
image = Z_Malloc(pw*ph*4, PU_HWRCACHE, &grpatch->mipmap.grInfo.data);
if (fread(palette, sizeof (UINT8), PALSIZE, file) != PALSIZE)
{
Z_Free(image);
fclose(file);
return 0;
}
fseek(file, sizeof (PcxHeader), SEEK_SET);
size = pw * ph;
while (ptr < size)
{
ch = fgetc(file); //Hurdler: beurk
if (ch >= 192)
{
rep = ch - 192;
ch = fgetc(file);
}
else
{
rep = 1;
}
while (rep--)
{
pal = palette + ch*3;
image[ptr].s.red = *pal++;
image[ptr].s.green = *pal++;
image[ptr].s.blue = *pal++;
image[ptr].s.alpha = 0xFF;
ptr++;
}
}
fclose(file);
return GR_RGBA;
}
// -----------------+
// md2_loadTexture : Download a pcx or png texture for MD2 models
// -----------------+
static void md2_loadTexture(md2_t *model)
{
GLPatch_t *grpatch;
const char *filename = model->filename;
if (model->grpatch)
{
grpatch = model->grpatch;
Z_Free(grpatch->mipmap.grInfo.data);
}
else
grpatch = Z_Calloc(sizeof *grpatch, PU_HWRPATCHINFO,
&(model->grpatch));
if (!grpatch->mipmap.downloaded && !grpatch->mipmap.grInfo.data)
{
int w = 0, h = 0;
#ifdef HAVE_PNG
grpatch->mipmap.grInfo.format = PNG_Load(filename, &w, &h, grpatch);
if (grpatch->mipmap.grInfo.format == 0)
#endif
grpatch->mipmap.grInfo.format = PCX_Load(filename, &w, &h, grpatch);
if (grpatch->mipmap.grInfo.format == 0)
return;
grpatch->mipmap.downloaded = 0;
grpatch->mipmap.flags = 0;
grpatch->width = (INT16)w;
grpatch->height = (INT16)h;
grpatch->mipmap.width = (UINT16)w;
grpatch->mipmap.height = (UINT16)h;
// not correct!
grpatch->mipmap.grInfo.smallLodLog2 = GR_LOD_LOG2_256;
grpatch->mipmap.grInfo.largeLodLog2 = GR_LOD_LOG2_256;
grpatch->mipmap.grInfo.aspectRatioLog2 = GR_ASPECT_LOG2_1x1;
}
HWD.pfnSetTexture(&grpatch->mipmap);
HWR_UnlockCachedPatch(grpatch);
}
// -----------------+
// md2_loadBlendTexture : Download a pcx or png texture for blending MD2 models
// -----------------+
static void md2_loadBlendTexture(md2_t *model)
{
GLPatch_t *grpatch;
char *filename = Z_Malloc(strlen(model->filename)+7, PU_STATIC, NULL);
strcpy(filename, model->filename);
FIL_ForceExtension(filename, "_blend.png");
if (model->blendgrpatch)
{
grpatch = model->blendgrpatch;
Z_Free(grpatch->mipmap.grInfo.data);
}
else
grpatch = Z_Calloc(sizeof *grpatch, PU_HWRPATCHINFO,
&(model->blendgrpatch));
if (!grpatch->mipmap.downloaded && !grpatch->mipmap.grInfo.data)
{
int w = 0, h = 0;
#ifdef HAVE_PNG
grpatch->mipmap.grInfo.format = PNG_Load(filename, &w, &h, grpatch);
if (grpatch->mipmap.grInfo.format == 0)
#endif
grpatch->mipmap.grInfo.format = PCX_Load(filename, &w, &h, grpatch);
if (grpatch->mipmap.grInfo.format == 0)
{
Z_Free(filename);
return;
}
grpatch->mipmap.downloaded = 0;
grpatch->mipmap.flags = 0;
grpatch->width = (INT16)w;
grpatch->height = (INT16)h;
grpatch->mipmap.width = (UINT16)w;
grpatch->mipmap.height = (UINT16)h;
// not correct!
grpatch->mipmap.grInfo.smallLodLog2 = GR_LOD_LOG2_256;
grpatch->mipmap.grInfo.largeLodLog2 = GR_LOD_LOG2_256;
grpatch->mipmap.grInfo.aspectRatioLog2 = GR_ASPECT_LOG2_1x1;
}
HWD.pfnSetTexture(&grpatch->mipmap); // We do need to do this so that it can be cleared and knows to recreate it when necessary
HWR_UnlockCachedPatch(grpatch);
Z_Free(filename);
}
2014-04-14 05:14:58 +00:00
// Don't spam the console, or the OS with fopen requests!
static boolean nomd2s = false;
2014-03-15 16:59:03 +00:00
void HWR_InitMD2(void)
{
size_t i;
INT32 s;
FILE *f;
char name[18], filename[32];
float scale, offset;
CONS_Printf("InitMD2()...\n");
for (s = 0; s < MAXSKINS; s++)
{
md2_playermodels[s].scale = -1.0f;
md2_playermodels[s].model = NULL;
md2_playermodels[s].grpatch = NULL;
md2_playermodels[s].skin = -1;
md2_playermodels[s].notfound = true;
md2_playermodels[s].error = false;
2014-03-15 16:59:03 +00:00
}
for (i = 0; i < NUMSPRITES; i++)
{
md2_models[i].scale = -1.0f;
md2_models[i].model = NULL;
md2_models[i].grpatch = NULL;
md2_models[i].skin = -1;
md2_models[i].notfound = true;
2016-11-06 17:50:04 +00:00
md2_models[i].error = false;
2014-03-15 16:59:03 +00:00
}
2019-09-03 02:29:16 +00:00
// read the models.dat file
//Filename checking fixed ~Monster Iestyn and Golden
2019-09-03 02:29:16 +00:00
f = fopen(va("%s"PATHSEP"%s", srb2home, "models.dat"), "rt");
2014-04-14 05:14:58 +00:00
2014-03-15 16:59:03 +00:00
if (!f)
{
2019-09-03 02:29:16 +00:00
CONS_Printf("%s %s\n", M_GetText("Error while loading models.dat:"), strerror(errno));
2014-04-14 05:14:58 +00:00
nomd2s = true;
2014-03-15 16:59:03 +00:00
return;
}
while (fscanf(f, "%19s %31s %f %f", name, filename, &scale, &offset) == 4)
{
if (stricmp(name, "PLAY") == 0)
{
2019-09-03 02:29:16 +00:00
CONS_Printf("MD2 for sprite PLAY detected in models.dat, use a player skin instead!\n");
continue;
}
2015-06-18 14:01:57 +00:00
2014-03-15 16:59:03 +00:00
for (i = 0; i < NUMSPRITES; i++)
{
if (stricmp(name, sprnames[i]) == 0)
{
//if (stricmp(name, "PLAY") == 0)
//continue;
2014-03-15 16:59:03 +00:00
//CONS_Debug(DBG_RENDER, " Found: %s %s %f %f\n", name, filename, scale, offset);
md2_models[i].scale = scale;
md2_models[i].offset = offset;
md2_models[i].notfound = false;
strcpy(md2_models[i].filename, filename);
goto md2found;
2014-03-15 16:59:03 +00:00
}
}
for (s = 0; s < MAXSKINS; s++)
{
if (stricmp(name, skins[s].name) == 0)
{
//CONS_Printf(" Found: %s %s %f %f\n", name, filename, scale, offset);
md2_playermodels[s].skin = s;
md2_playermodels[s].scale = scale;
md2_playermodels[s].offset = offset;
md2_playermodels[s].notfound = false;
strcpy(md2_playermodels[s].filename, filename);
goto md2found;
2014-03-15 16:59:03 +00:00
}
}
// no sprite/player skin name found?!?
2019-09-03 02:29:16 +00:00
CONS_Printf("Unknown sprite/player skin %s detected in models.dat\n", name);
md2found:
// move on to next line...
continue;
2014-03-15 16:59:03 +00:00
}
fclose(f);
}
void HWR_AddPlayerMD2(int skin) // For MD2's that were added after startup
{
FILE *f;
char name[18], filename[32];
float scale, offset;
2014-04-14 05:14:58 +00:00
if (nomd2s)
return;
2014-03-15 16:59:03 +00:00
CONS_Printf("AddPlayerMD2()...\n");
2019-09-03 02:29:16 +00:00
// read the models.dat file
//Filename checking fixed ~Monster Iestyn and Golden
2019-09-03 02:29:16 +00:00
f = fopen(va("%s"PATHSEP"%s", srb2home, "models.dat"), "rt");
2014-04-14 05:14:58 +00:00
2014-03-15 16:59:03 +00:00
if (!f)
{
2019-09-03 02:29:16 +00:00
CONS_Printf("Error while loading models.dat\n");
2014-04-14 05:14:58 +00:00
nomd2s = true;
2014-03-15 16:59:03 +00:00
return;
}
// Check for any MD2s that match the names of player skins!
while (fscanf(f, "%19s %31s %f %f", name, filename, &scale, &offset) == 4)
{
if (stricmp(name, skins[skin].name) == 0)
{
md2_playermodels[skin].skin = skin;
md2_playermodels[skin].scale = scale;
md2_playermodels[skin].offset = offset;
md2_playermodels[skin].notfound = false;
strcpy(md2_playermodels[skin].filename, filename);
goto playermd2found;
2014-03-15 16:59:03 +00:00
}
}
//CONS_Printf("MD2 for player skin %s not found\n", skins[skin].name);
md2_playermodels[skin].notfound = true;
playermd2found:
2014-03-15 16:59:03 +00:00
fclose(f);
}
void HWR_AddSpriteMD2(size_t spritenum) // For MD2s that were added after startup
{
FILE *f;
2019-09-03 02:29:16 +00:00
// name[18] is used to check for names in the models.dat file that match with sprites or player skins
2014-03-15 16:59:03 +00:00
// sprite names are always 4 characters long, and names is for player skins can be up to 19 characters long
char name[18], filename[32];
float scale, offset;
2014-04-14 05:14:58 +00:00
if (nomd2s)
return;
2014-03-15 16:59:03 +00:00
if (spritenum == SPR_PLAY) // Handled already NEWMD2: Per sprite, per-skin check
return;
2019-09-03 02:29:16 +00:00
// Read the models.dat file
//Filename checking fixed ~Monster Iestyn and Golden
2019-09-03 02:29:16 +00:00
f = fopen(va("%s"PATHSEP"%s", srb2home, "models.dat"), "rt");
2014-03-15 16:59:03 +00:00
if (!f)
{
2019-09-03 02:29:16 +00:00
CONS_Printf("Error while loading models.dat\n");
2014-04-14 05:14:58 +00:00
nomd2s = true;
2014-03-15 16:59:03 +00:00
return;
}
// Check for any MD2s that match the names of sprite names!
2014-03-15 16:59:03 +00:00
while (fscanf(f, "%19s %31s %f %f", name, filename, &scale, &offset) == 4)
{
if (stricmp(name, sprnames[spritenum]) == 0)
2014-03-15 16:59:03 +00:00
{
md2_models[spritenum].scale = scale;
md2_models[spritenum].offset = offset;
md2_models[spritenum].notfound = false;
strcpy(md2_models[spritenum].filename, filename);
goto spritemd2found;
2014-03-15 16:59:03 +00:00
}
}
//CONS_Printf("MD2 for sprite %s not found\n", sprnames[spritenum]);
md2_models[spritenum].notfound = true;
spritemd2found:
2014-03-15 16:59:03 +00:00
fclose(f);
}
// Define for getting accurate color brightness readings according to how the human eye sees them.
// https://en.wikipedia.org/wiki/Relative_luminance
// 0.2126 to red
// 0.7152 to green
// 0.0722 to blue
// (See this same define in k_kart.c!)
#define SETBRIGHTNESS(brightness,r,g,b) \
brightness = (UINT8)(((1063*((UINT16)r)/5000) + (3576*((UINT16)g)/5000) + (361*((UINT16)b)/5000)) / 3)
static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, GLMipmap_t *grmip, INT32 skinnum, skincolors_t color)
{
UINT8 i;
UINT16 w = gpatch->width, h = gpatch->height;
2016-01-20 15:55:32 +00:00
UINT32 size = w*h;
RGBA_t *image, *blendimage, *cur, blendcolor;
if (grmip->width == 0)
{
grmip->width = gpatch->width;
grmip->height = gpatch->height;
// no wrap around, no chroma key
grmip->flags = 0;
// setup the texture info
grmip->grInfo.format = GR_RGBA;
}
Z_Free(grmip->grInfo.data);
grmip->grInfo.data = NULL;
cur = Z_Malloc(size*4, PU_HWRCACHE, &grmip->grInfo.data);
memset(cur, 0x00, size*4);
image = gpatch->mipmap.grInfo.data;
blendimage = blendgpatch->mipmap.grInfo.data;
// Average all of the translation's colors
if (color == SKINCOLOR_NONE || color >= MAXTRANSLATIONS)
blendcolor = V_GetColor(0xff);
else
{
const UINT8 div = 6;
const UINT8 start = 4;
UINT32 r, g, b;
blendcolor = V_GetColor(Color_Index[color-1][start]);
r = (UINT32)(blendcolor.s.red*blendcolor.s.red);
g = (UINT32)(blendcolor.s.green*blendcolor.s.green);
b = (UINT32)(blendcolor.s.blue*blendcolor.s.blue);
for (i = 1; i < div; i++)
{
RGBA_t nextcolor = V_GetColor(Color_Index[color-1][start+i]);
r += (UINT32)(nextcolor.s.red*nextcolor.s.red);
g += (UINT32)(nextcolor.s.green*nextcolor.s.green);
b += (UINT32)(nextcolor.s.blue*nextcolor.s.blue);
}
blendcolor.s.red = (UINT8)(FixedSqrt((r/div)<<FRACBITS)>>FRACBITS);
blendcolor.s.green = (UINT8)(FixedSqrt((g/div)<<FRACBITS)>>FRACBITS);
blendcolor.s.blue = (UINT8)(FixedSqrt((b/div)<<FRACBITS)>>FRACBITS);
}
// rainbow support, could theoretically support boss ones too
if (skinnum == TC_RAINBOW)
{
while (size--)
{
if (image->s.alpha == 0 && blendimage->s.alpha == 0)
{
// Don't bother with blending the pixel if the alpha of the blend pixel is 0
cur->rgba = image->rgba;
}
else
{
UINT32 tempcolor;
UINT16 imagebright, blendbright, finalbright, colorbright;
SETBRIGHTNESS(imagebright,image->s.red,image->s.green,image->s.blue);
SETBRIGHTNESS(blendbright,blendimage->s.red,blendimage->s.green,blendimage->s.blue);
// slightly dumb average between the blend image color and base image colour, usually one or the other will be fully opaque anyway
finalbright = (imagebright*(255-blendimage->s.alpha))/255 + (blendbright*blendimage->s.alpha)/255;
SETBRIGHTNESS(colorbright,blendcolor.s.red,blendcolor.s.green,blendcolor.s.blue);
tempcolor = (finalbright*blendcolor.s.red)/colorbright;
tempcolor = min(255, tempcolor);
cur->s.red = (UINT8)tempcolor;
tempcolor = (finalbright*blendcolor.s.green)/colorbright;
tempcolor = min(255, tempcolor);
cur->s.green = (UINT8)tempcolor;
tempcolor = (finalbright*blendcolor.s.blue)/colorbright;
tempcolor = min(255, tempcolor);
cur->s.blue = (UINT8)tempcolor;
cur->s.alpha = image->s.alpha;
}
cur++; image++; blendimage++;
}
}
else
{
while (size--)
{
if (blendimage->s.alpha == 0)
{
// Don't bother with blending the pixel if the alpha of the blend pixel is 0
cur->rgba = image->rgba;
}
else
{
INT32 tempcolor;
INT16 tempmult, tempalpha;
tempalpha = -(abs(blendimage->s.red-127)-127)*2;
if (tempalpha > 255)
tempalpha = 255;
else if (tempalpha < 0)
tempalpha = 0;
tempmult = (blendimage->s.red-127)*2;
if (tempmult > 255)
tempmult = 255;
else if (tempmult < 0)
tempmult = 0;
tempcolor = (image->s.red*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.red)/255)) * blendimage->s.alpha)/255;
cur->s.red = (UINT8)tempcolor;
tempcolor = (image->s.green*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.green)/255)) * blendimage->s.alpha)/255;
cur->s.green = (UINT8)tempcolor;
tempcolor = (image->s.blue*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.blue)/255)) * blendimage->s.alpha)/255;
cur->s.blue = (UINT8)tempcolor;
cur->s.alpha = image->s.alpha;
}
cur++; image++; blendimage++;
}
}
return;
}
#undef SETBRIGHTNESS
static void HWR_GetBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, INT32 skinnum, const UINT8 *colormap, skincolors_t color)
{
// mostly copied from HWR_GetMappedPatch, hence the similarities and comment
GLMipmap_t *grmip, *newmip;
if (colormap == colormaps || colormap == NULL)
{
// Don't do any blending
HWD.pfnSetTexture(&gpatch->mipmap);
return;
}
// search for the mimmap
// skip the first (no colormap translated)
for (grmip = &gpatch->mipmap; grmip->nextcolormap; )
{
grmip = grmip->nextcolormap;
if (grmip->colormap == colormap)
{
if (grmip->downloaded && grmip->grInfo.data)
{
HWD.pfnSetTexture(grmip); // found the colormap, set it to the correct texture
Z_ChangeTag(grmip->grInfo.data, PU_HWRCACHE_UNLOCKED);
return;
}
}
}
// If here, the blended texture has not been created
// So we create it
//BP: WARNING: don't free it manually without clearing the cache of harware renderer
// (it have a liste of mipmap)
// this malloc is cleared in HWR_FreeTextureCache
// (...) unfortunately z_malloc fragment alot the memory :(so malloc is better
newmip = calloc(1, sizeof (*newmip));
if (newmip == NULL)
I_Error("%s: Out of memory", "HWR_GetMappedPatch");
grmip->nextcolormap = newmip;
newmip->colormap = colormap;
HWR_CreateBlendedTexture(gpatch, blendgpatch, newmip, skinnum, color);
HWD.pfnSetTexture(newmip);
Z_ChangeTag(newmip->grInfo.data, PU_HWRCACHE_UNLOCKED);
}
2019-09-03 21:27:22 +00:00
#define NORMALFOG 0x00000000
#define FADEFOG 0x19000000
2014-03-15 16:59:03 +00:00
// -----------------+
// HWR_DrawMD2 : Draw MD2
// : (monsters, bonuses, weapons, lights, ...)
// Returns :
// -----------------+
/*
wait/stand
death
pain
walk
shoot/fire
die?
atka?
atkb?
attacka/b/c/d?
res?
run?
*/
2019-09-03 02:29:16 +00:00
static boolean HWR_CanInterpolateModel(mobj_t *mobj)
{
2019-09-03 21:27:22 +00:00
return (!(mobj->state->nextstate == S_PLAY_WAIT && mobj->state == &states[S_PLAY_STND] && !(mobj->sprite2 & FF_SPR2SUPER)))
2019-09-03 02:29:16 +00:00
&& (mobj->state != &states[S_PLAY_ROLL]);
}
2014-03-15 16:59:03 +00:00
void HWR_DrawMD2(gr_vissprite_t *spr)
{
FSurfaceInfo Surf;
char filename[64];
2018-12-19 03:50:00 +00:00
INT32 frame = 0;
INT32 nextFrame = -1;
2019-09-03 21:27:22 +00:00
UINT8 spr2 = 0;
2018-12-19 03:50:00 +00:00
FTransform p;
2014-03-15 16:59:03 +00:00
md2_t *md2;
2018-12-19 03:50:00 +00:00
UINT8 color[4];
2014-03-15 16:59:03 +00:00
2019-09-03 02:29:16 +00:00
if (!cv_grmodels.value)
return;
2016-01-03 03:53:43 +00:00
if (spr->precip)
return;
2014-03-15 16:59:03 +00:00
// MD2 colormap fix
// colormap test
{
sector_t *sector = spr->mobj->subsector->sector;
UINT8 lightlevel = 255;
2014-03-15 16:59:03 +00:00
extracolormap_t *colormap = sector->extra_colormap;
if (sector->numlights)
{
INT32 light;
2014-03-15 16:59:03 +00:00
light = R_GetPlaneLight(sector, spr->mobj->z + spr->mobj->height, false); // Always use the light at the top instead of whatever I was doing before
2014-03-15 16:59:03 +00:00
if (!(spr->mobj->frame & FF_FULLBRIGHT))
lightlevel = *sector->lightlist[light].lightlevel;
2014-03-15 16:59:03 +00:00
if (*sector->lightlist[light].extra_colormap)
colormap = *sector->lightlist[light].extra_colormap;
2014-03-15 16:59:03 +00:00
}
else
{
if (!(spr->mobj->frame & FF_FULLBRIGHT))
lightlevel = sector->lightlevel;
2014-03-15 16:59:03 +00:00
if (sector->extra_colormap)
colormap = sector->extra_colormap;
}
if (colormap)
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false);
else
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false);
}
// Look at HWR_ProjectSprite for more
2014-03-15 16:59:03 +00:00
{
GLPatch_t *gpatch;
2018-12-19 03:50:00 +00:00
INT32 durs = spr->mobj->state->tics;
INT32 tics = spr->mobj->tics;
//mdlframe_t *next = NULL;
2018-12-19 03:50:00 +00:00
const UINT8 flip = (UINT8)((spr->mobj->eflags & MFE_VERTICALFLIP) == MFE_VERTICALFLIP);
spritedef_t *sprdef;
spriteframe_t *sprframe;
float finalscale;
// Apparently people don't like jump frames like that, so back it goes
//if (tics > durs)
//durs = tics;
2014-03-15 16:59:03 +00:00
if (spr->mobj->flags2 & MF2_SHADOW)
Surf.FlatColor.s.alpha = 0x40;
else if (spr->mobj->frame & FF_TRANSMASK)
2014-03-21 18:03:40 +00:00
HWR_TranstableToAlpha((spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT, &Surf);
2014-03-15 16:59:03 +00:00
else
Surf.FlatColor.s.alpha = 0xFF;
// dont forget to enabled the depth test because we can't do this like
// before: polygons models are not sorted
// 1. load model+texture if not already loaded
// 2. draw model with correct position, rotation,...
if (spr->mobj->skin && spr->mobj->sprite == SPR_PLAY) // Use the player MD2 list if the mobj has a skin and is using the player sprites
2014-03-15 16:59:03 +00:00
{
md2 = &md2_playermodels[(skin_t*)spr->mobj->skin-skins];
md2->skin = (skin_t*)spr->mobj->skin-skins;
}
else
md2 = &md2_models[spr->mobj->sprite];
if (md2->error)
return; // we already failed loading this before :(
2014-03-15 16:59:03 +00:00
if (!md2->model)
{
2019-05-03 02:55:45 +00:00
//CONS_Debug(DBG_RENDER, "Loading model... (%s)", sprnames[spr->mobj->sprite]);
2019-09-03 02:29:16 +00:00
sprintf(filename, "models/%s", md2->filename);
2014-03-15 16:59:03 +00:00
md2->model = md2_readModel(filename);
if (md2->model)
{
md2_printModelInfo(md2->model);
HWD.pfnCreateModelVBOs(md2->model);
2014-03-15 16:59:03 +00:00
}
else
{
//CONS_Debug(DBG_RENDER, " FAILED\n");
md2->error = true; // prevent endless fail
2014-03-15 16:59:03 +00:00
return;
}
}
//HWD.pfnSetBlend(blend); // This seems to actually break translucency?
2018-12-19 03:50:00 +00:00
finalscale = md2->scale;
2014-03-15 16:59:03 +00:00
//Hurdler: arf, I don't like that implementation at all... too much crappy
gpatch = md2->grpatch;
if (!gpatch || !gpatch->mipmap.grInfo.format || !gpatch->mipmap.downloaded)
md2_loadTexture(md2);
gpatch = md2->grpatch; // Load it again, because it isn't being loaded into gpatch after md2_loadtexture...
if ((gpatch && gpatch->mipmap.grInfo.format) // don't load the blend texture if the base texture isn't available
&& (!md2->blendgrpatch || !((GLPatch_t *)md2->blendgrpatch)->mipmap.grInfo.format || !((GLPatch_t *)md2->blendgrpatch)->mipmap.downloaded))
md2_loadBlendTexture(md2);
if (gpatch && gpatch->mipmap.grInfo.format) // else if meant that if a texture couldn't be loaded, it would just end up using something else's texture
2014-03-15 16:59:03 +00:00
{
if ((skincolors_t)spr->mobj->color != SKINCOLOR_NONE &&
md2->blendgrpatch && ((GLPatch_t *)md2->blendgrpatch)->mipmap.grInfo.format
&& gpatch->width == ((GLPatch_t *)md2->blendgrpatch)->width && gpatch->height == ((GLPatch_t *)md2->blendgrpatch)->height)
{
INT32 skinnum = TC_DEFAULT;
if ((spr->mobj->flags & (MF_ENEMY|MF_BOSS)) && (spr->mobj->flags2 & MF2_FRET) && !(spr->mobj->flags & MF_GRENADEBOUNCE) && (leveltime & 1)) // Bosses "flash"
{
if (spr->mobj->type == MT_CYBRAKDEMON || spr->mobj->colorized)
skinnum = TC_ALLWHITE;
else if (spr->mobj->type == MT_METALSONIC_BATTLE)
skinnum = TC_METALSONIC;
else
skinnum = TC_BOSS;
}
else if (spr->mobj->color)
{
if (spr->mobj->skin && spr->mobj->sprite == SPR_PLAY)
{
if (spr->mobj->colorized)
skinnum = TC_RAINBOW;
else
{
skinnum = (INT32)((skin_t*)spr->mobj->skin-skins);
}
}
else skinnum = TC_DEFAULT;
}
HWR_GetBlendedTexture(gpatch, (GLPatch_t *)md2->blendgrpatch, skinnum, spr->colormap, (skincolors_t)spr->mobj->color);
}
else
{
// This is safe, since we know the texture has been downloaded
HWD.pfnSetTexture(&gpatch->mipmap);
}
2014-03-15 16:59:03 +00:00
}
else
{
// Sprite
gpatch = W_CachePatchNum(spr->patchlumpnum, PU_CACHE);
HWR_GetMappedPatch(gpatch, spr->colormap);
}
2018-12-19 03:50:00 +00:00
if (spr->mobj->frame & FF_ANIMATE)
{
// set duration and tics to be the correct values for FF_ANIMATE states
durs = spr->mobj->state->var2;
tics = spr->mobj->anim_duration;
}
2019-09-03 02:29:16 +00:00
//FIXME: this is not yet correct
if (spr->mobj->sprite2)
2019-09-03 21:27:22 +00:00
{
spr2 = (spr->mobj->sprite2 & ~FF_SPR2SUPER);
frame = (spr->mobj->frame & FF_FRAMEMASK);
if (spr->mobj->sprite2 & FF_SPR2SUPER)
frame = md2->model->spr2frames[spr2].superframes[frame];
else
frame = md2->model->spr2frames[spr2].frames[frame];
}
else
frame = (spr->mobj->frame & FF_FRAMEMASK);
2019-09-03 02:29:16 +00:00
#ifdef USE_MODEL_NEXTFRAME
if (cv_grmodels.value == 1 && tics <= durs)
2018-12-19 03:50:00 +00:00
{
2019-09-03 02:29:16 +00:00
if (spr->mobj->sprite2)
2018-12-19 03:50:00 +00:00
{
2019-09-03 02:29:16 +00:00
if (HWR_CanInterpolateModel(spr->mobj))
{
2019-09-03 02:29:16 +00:00
UINT32 framecount = (&((skin_t *)spr->mobj->skin)->sprites[spr->mobj->sprite2])->numframes;
nextFrame = (spr->mobj->frame & FF_FRAMEMASK) + 1;
if (nextFrame >= framecount)
nextFrame = 0;
2019-09-03 21:27:22 +00:00
if (spr->mobj->sprite2 & FF_SPR2SUPER)
nextFrame = md2->model->spr2frames[spr2].superframes[nextFrame];
else
nextFrame = md2->model->spr2frames[spr2].frames[nextFrame];
}
2018-12-19 03:50:00 +00:00
}
2019-09-03 02:29:16 +00:00
else
2019-08-05 01:32:41 +00:00
{
// frames are handled differently for states with FF_ANIMATE, so get the next frame differently for the interpolation
if (spr->mobj->frame & FF_ANIMATE)
2018-12-19 03:50:00 +00:00
{
2019-08-05 01:32:41 +00:00
nextFrame = (spr->mobj->frame & FF_FRAMEMASK) + 1;
if (nextFrame >= spr->mobj->state->var1)
nextFrame = (spr->mobj->state->frame & FF_FRAMEMASK);
//next = &md2->model->meshes[0].frames[nextFrame];
}
else
{
2019-08-05 01:32:41 +00:00
if (spr->mobj->state->nextstate != S_NULL && states[spr->mobj->state->nextstate].sprite != SPR_NULL
2019-08-05 01:49:31 +00:00
&& !(spr->mobj->player && (spr->mobj->state->nextstate == S_PLAY_WAIT) && spr->mobj->state == &states[S_PLAY_STND]))
{
2019-09-03 21:27:22 +00:00
nextFrame = (states[spr->mobj->state->nextstate].frame & FF_FRAMEMASK);
2019-08-05 01:32:41 +00:00
//next = &md2->model->meshes[0].frames[nextFrame];
}
2018-12-19 03:50:00 +00:00
}
}
2019-08-05 01:32:41 +00:00
}
2019-09-03 02:29:16 +00:00
#endif
2018-12-19 03:50:00 +00:00
//Hurdler: it seems there is still a small problem with mobj angle
p.x = FIXED_TO_FLOAT(spr->mobj->x);
p.y = FIXED_TO_FLOAT(spr->mobj->y)+md2->offset;
2019-08-05 01:32:41 +00:00
if (spr->mobj->eflags & MFE_VERTICALFLIP)
2018-12-19 03:50:00 +00:00
p.z = FIXED_TO_FLOAT(spr->mobj->z + spr->mobj->height);
else
p.z = FIXED_TO_FLOAT(spr->mobj->z);
if (spr->mobj->skin && spr->mobj->sprite == SPR_PLAY)
2019-08-05 01:49:31 +00:00
sprdef = &((skin_t *)spr->mobj->skin)->sprites[spr->mobj->sprite2];
2018-12-19 03:50:00 +00:00
else
sprdef = &sprites[spr->mobj->sprite];
sprframe = &sprdef->spriteframes[spr->mobj->frame & FF_FRAMEMASK];
if (sprframe->rotate)
{
2019-08-05 01:32:41 +00:00
fixed_t anglef = AngleFixed(spr->mobj->angle);
if (spr->mobj->player)
2019-08-05 01:49:31 +00:00
anglef = AngleFixed(spr->mobj->player->drawangle);
2019-08-05 01:32:41 +00:00
else
anglef = AngleFixed(spr->mobj->angle);
2018-12-19 03:50:00 +00:00
p.angley = FIXED_TO_FLOAT(anglef);
}
else
{
const fixed_t anglef = AngleFixed((R_PointToAngle(spr->mobj->x, spr->mobj->y))-ANGLE_180);
p.angley = FIXED_TO_FLOAT(anglef);
}
p.anglex = 0.0f;
#ifdef USE_FTRANSFORM_ANGLEZ
// Slope rotation from Kart
2018-12-19 03:50:00 +00:00
p.anglez = 0.0f;
if (spr->mobj->standingslope)
{
fixed_t tempz = spr->mobj->standingslope->normal.z;
fixed_t tempy = spr->mobj->standingslope->normal.y;
fixed_t tempx = spr->mobj->standingslope->normal.x;
fixed_t tempangle = AngleFixed(R_PointToAngle2(0, 0, FixedSqrt(FixedMul(tempy, tempy) + FixedMul(tempz, tempz)), tempx));
p.anglez = FIXED_TO_FLOAT(tempangle);
tempangle = -AngleFixed(R_PointToAngle2(0, 0, tempz, tempy));
p.anglex = FIXED_TO_FLOAT(tempangle);
}
#endif
2018-12-19 03:50:00 +00:00
color[0] = Surf.FlatColor.s.red;
color[1] = Surf.FlatColor.s.green;
color[2] = Surf.FlatColor.s.blue;
color[3] = Surf.FlatColor.s.alpha;
// SRB2CBTODO: MD2 scaling support
finalscale *= FIXED_TO_FLOAT(spr->mobj->scale);
p.flip = atransform.flip;
#ifdef USE_FTRANSFORM_MIRROR
p.mirror = atransform.mirror; // from Kart
#endif
2018-12-19 03:50:00 +00:00
HWD.pfnDrawModel(md2->model, frame, durs, tics, nextFrame, &p, finalscale, flip, color);
2014-03-15 16:59:03 +00:00
}
}
#endif //HWRENDER